Field of Ruin

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Field of Ruin

Land

: Add .

, , Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles their library.

BlondieN8 on cEDH - Mindskinning and Deck Thinning

6 hours ago

DreadKhan, first of all, I must compliment on your detailed response that many users tend leave out. Allow me to answer your deck concerns with the following:

  1. Inquisitor's Flail (IF), I have thought about this artifact, but decided to cut it in earlier drafts due to more counterspells. Later on, I may incorperate "IF" into the deck depending on my card draw functions.

  2. Propaganda (P) & Fatespinner (FS), are both wonderful suggestions Crawlspace was intended to be a cheap hate card, enabling the preservation of mana for counterspells—"P" may take triumph and take it's place. "FS" would be an interesting card added into the mix. I would need a some time to tinker around with new cards. MTG has taken a little backseat while I work on studies.

  3. Resculpt, will not be added to this deck due to the playstyle around counter spells. I tried to keep my curve low enough to allow room for counterspells on problematic itmes. If all else fails with the counters, I can always bump up a commanders tax over and over.

  4. Dress Down (DD), does have an interesting ability, but It would involve removing another hate card or counterspell. "DD" has potential so I will add it into the maybe list for later tinkering.

  5. Sunder (S), Static Orb (SO), and Rising Waters (RW). To start, "S" is already above the curve and not particularly impressive compared to other high-costing cards. "S"' is detrimental to our board, especially regarding mana artifacts and creatures with tap abilities. While I might consider "SO" eventually, it will not be included at this time. As for "RW," I already have several hate cards that do not cause self-harm. My current land hate cards include Winter Moon, Back to Basics, Field of Ruin, Ghost Quarter, Strip Mine, and Wasteland. "RW" also inpacts my own ability to cast counterspells. This is also closely related to lack of self-mill cards fund in this deck. Every card has been chosen to benefit me whilst disrupting opponents.

  6. Jace is used for card drawing and moving opponents' cards from the top. I have also included Jace as another permanent for players to worry about, but with your comment, I may consider switching it out.

Thanks again for your help; if you have any additional suggestions or concerns, feel free to comment. Changes to this deck will come eventually.

kamarupa on Party Rocking

1 week ago

Nice budget build!

I have a small suggestion: cut 1xSpoils of Adventure and Squad Commander each and add 2 lands, possibly even utility lands like Scavenger Grounds, Field of Ruin, Blast Zone, or Rogue's Passage. But another Glacial Fortress and Hinterland Harbor would be good, too.

capwner on Molten Opals

2 months ago

Hello Xica! I very much appreciate you taking the time to look at the deck and leave your thoughts. Let me see if I can address some of your points and explain why I made the choices I did.

  1. Field of Ruin and Demolition Field I agree with you these are great denial cards that can fit in many decks, and are especially good when you can combine with Leonin Arbiter and additional cleansing effects like White Orchid Phantom or Geomancer's Gambit. This is generally how I've seen LD built in modern the past couple years and, frankly, I've found this build to underperform. There are a couple reasons that Fields do not fit in this shell, the main one is they are slow colorfixing (2 cost) vs. Ghost Quarter which, combined with any darksteel land, provides immediate colorfixing. This is really important for the deck as a big part of our plan is sticking the turn 2 tempo play of Boom or Cleansing Wildfire (on myself). Opening Darksteel Citadel + Demo Field is just not what we want to see. These are also SOFT land destruction which use up an entire turn of play in the early game, and don't even tempo the opponent. That plus a tight manabase with limited slots for basics is why I don't run these.

  2. Experimental Synthesizer This is a solid engine card and you often see it paired with Gleeful Demolition and similar effects. I've built with this card and Ichor Wellspring in previous versions of the deck. The main reason I avoid these here is simple, Thoughtcast is better card advantage and I don't need artifact fodder because the darksteel lands reliably turn on Gleeful already. The fact that you can only play the exiled card on the current turn when we run so many high-cost bombs we may need ALL of our mana to cast, is sub-optimal.

  3. Rise and Shine Alright, so I never said I didn't like this card. I've actually been really close to trying to fit it in here, as a 1-of probably. I just think Kappa Cannoneer is better in the slot. As a 2 mana play, it doesn't fit well in my curve where I want to cast boom on turn 2, drop an opal, then do mycospawn/charmaw/saga turns 3-4-5. The reason this deck works is because it chains that early tempo into this creature-based hard land destruction or saga beatdown almost immediately, keeping the opponent on the back foot for the entire game. 4/4 indest body for 2 is very good, but it just doesn't work with my gameplan as well as the other cards I have chosen because it has no tempo value. Our first priority is to disable the opponent, after which we have much more time to worry about the beatdown plan.

I hope that gives you bit better understanding of the deck! Like I said in the description, I've spent quite a bit of time and effort to develop this and I'm pretty confident I'm running about the best cards I can. Mostly I just want to try and fit a 4th Ghost Quarter, Mishra's Bauble, or Thoughtcast, if I were to change anything at this point. I think I'm probably doing something right here because my testing record is currently an absolutely insane 33 match wins to 8 losses.

Thanks again for your feedback, I'd be happy to check out your list and share my thoughts a bit later when I have some more time!

Xica on Molten Opals

2 months ago

Hello, i just wanna chime in, about the tension that seems to exist in your deck between the "destroy artifact for value" and "care about number of artifacts in play" effects.

Gleeful Demolition goes well with the multitude of old and new "gains value on sacrifice" artifacts, like Clockwork PercussionistExperimental Synthesizer, and Ichor Wellspring.
And it makes possible to run Kuldotha Rebirth, and Shrapnel Blast.
...when/if Orcish Bowmasters are present in numbers, being able to exile cards to cast from exile instead of drawing em can be relevant (for whatever it is worth).

And imho MHayashi is onto the correct idea with land destruction decks in modern.
Its best to build them with playset of Demolition Field and Field of Ruin, with 1-2 playset of best spell based land destruction in addition to that.
Using your land to remove opponent's land leaves you with more slots for spells in your deck, compared to using sorceries to destroy lands.



On the off chance you are interested in checking out my list, here is a link: Gleeful Reveler 2024 dec


P.s.: I disagree with your take on Rise and Shine (and awaken mechanic in general), those cards are THE reason to splash blue in artifact deck.

mickalopagus on

3 months ago

If this is a Agent deck I would think you really wanna build around spells that maximize his potency.

Orzhov Charm as protection, or threat destruction. Mourning for recurring targeting, as well as to nerf opponents attackers, Whip Silk for the same, Kaya's Ghostform

Im not sure what youre trying to do with the landfall triggers, but if you want to maximize that get some cards like Field of the Dead and Dryad of the Ilysian Grove in there, as well as 1-2 Scapeshift as a wincon for cards like Dread Presence, etc.. Again this is assuming youre using landfall triggers and not just ramping mana. If youre just ramping id opt for dark rituals. Speaking of Dark ritual, you need 3 mana carddraw like Phyrexian Arena. I see the idol produces some for you, but also for your opponents.... that can be dangerous unless you have a way to limit their card draw.

Assassin's Trophy is almost a must add with all the land ramp, or Field of Ruin at minimum. Pir's Whim is also good in this deck context, as well as Collective Voyage, just a game wrecker with landfall triggers.

So thats what I kind of see here is like an agent/landfall theme. idol, plus massive landramp via voyage, and lotus cobra, then youre pretty much casting your deck and pissing people off haha

BirdieGirlie on Spiteful Avatar

6 months ago

This is such an interesting deck omfg I love it!!!! I have many thoughts!!!

First of all, you need more lands. You need colored mana, you shouldn't be running Field of Ruin. And, Cavern of Souls is so so powerful, but what creature type are you naming? The only type you have more than one of is Vampire, and that's not the type you really want to be defending with the uncounterable ability. So do you play the land and name, like, Avatar or Spirit, the two cards you really want to defend when they come in, even if you don't have one in hand, telegraphing to your opponent what you want to do? It's not worth it. I would take all those out and replace them with dual Islands and Plains. Or Islands and Swamps, since you have disproportionate amounts of black. I think you should add in more white, as you will see.

Three creatures all do the same things and in this case I think that's detrimental to the deck. I think Suture Priest is the best of the bunch and we can work on replacing the other two. Some options: Hunted Troll, Grismold, the Dreadsower, Slaughter Specialist, and Varchild, Betrayer of Kjeldor. They all give you more tokens. Speaking of which, a fourth Hunted Phantasm will probably also help you a lot. I'd also reduce your number of Avatar of Might by one or two, I think. It's a wincon, but doesn't give you tokens.

I also think you might want to find a place for Authority of the Consuls. Maybe instead of two Amulet of Safekeeping? Idk. A card more like Ghostly Prison forces the opponent to pay a steeper price. And it's an enchantment, I feel like enchantment removal is much more rare than artifact.

Mercy Killing and Sylvan Offering both get you more tokens without being a creature. To me Spiteful Banditry feels really bad in this deck. You have so many things that rely on having all of those tokens on your opponent's field, and you wipe them all out for...a single Treasure token? Feels bad, man. The Meathook Massacre is a wincon, and Golgari Charm can be your token removal and it's cheaper. If I had all three of those cards in hand, I would never choose Banditry. Rakdos Charm is also a wincon imo so maybe add more of those.

Finally, I'd be remiss if I didn't suggest you add some ramp and card draw. Sylvan Scrying, Opt, something similar. There are many.

I'd be remiss if I didn't mention Optimization. If you really want to optimize colors and stuff, it would be possible to take out blue altogether. Hunted Phantasm is an amazing card, but Hunted Troll is almost as good, and your mana situation will be a lot less complicated. You can switch that one island to something else. Take out Banditry and you have only a little bit of red left in the deck, so you can really focus on black, white, and green. But that's not as fun! Just figured I'd mention it.

...I've been having so much fun writing all this out and I just looked at your format again and I'd totally forgotten it! I think most of these cards should be ok for Modern! This deck concept is just so much fun I think I went a little overboard here. Sorry!

legendofa on Winter Moon

9 months ago

wallisface Sure. I don't disagree with you, but I'd like to find some reason this card got made, aside from minor mana disruption. Fetchland -> basic is a very simple way to work around Winter Moon, and stuff like Blood Moon, Assassin's Trophy, and Field of Ruin made sure every top-end Modern deck can run with only basics. It's just not quite good enough at its most obvious role for the meta-defining decks, and it's a pretty niche effect, so I'm just trying to take a guess at what the developers intended. It's not a great card, but there's some reason it exists.

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